Is there a way to establish that the floor is harmful with layers? I didn't find this idea in the instructions. Is it only possible with specific events per square?
TileD Plugin (Version 1.3.0+ Released)
● ARCHIVED · READ-ONLY
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You can't. You have to event them through regions or something.
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Hey, I'm having some trouble with the plugin. Basically what's happening is the map is loading with all the right dimensions, but everything's invisible and my group's just walking around on a 100x100 black space.
Plugin name: YED_Tiled
Error message: No error Message appeared. Here's the screenshot of the debug console though, plus what it looks like in game:
How to replicate bug: I created a new map and made a new tileset based on OutsideA_2 and saved the tileset as a .json file in the game's img/tilesets folder. (The bug also apeared when I saved it as a .tsx file, and I also tried both file types in the maps folder as well.) Then I made a quick single layer map and saved it as Map1.json in the maps folder. I turned on the plugin, ensured the player starting position was in the centre of the blank map with ID:001, and ran the game. I did all this in a project made specifically to try to figure this out, so there are no other plugins that could be interfering, either.
I hope I've given you enough information. Ask if you need any more. Thank you! :) -
@NimbleNoodleFish what's the size of the tileset you are using? Also don't save as TSX file but JSON.
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Wondering what I am doing wrong with the tile converter.
I made a folder within my project called Tile Converter
I made two folders in that Input and Output
I have placed the files in the folder and made sure the file names contained tw32th32 at the beginning.
Both plugins are turned on.
I get nothing in the Output folder. What am I missing?
[EDIT]
Nevermind. I am a derp.
Though I am now getting a load screen when I attempt to test. It just hangs there and does nothing. Not exactly sure what would cause that.
I keep getting this error when I try to test. Any assistance would be greatly appreciated
Uncaught SyntaxError: Unexpected token <rpg_managers.js:1919 SceneManager.onError
rpg_managers.js:1920 file:///C:/Users/xroni/Documents/Games/Project/index.html?test 1rpg_managers.js:1920 SceneManager.onError
index.html:1 Uncaught SyntaxError: Unexpected token < -
Hi @xr001 unfortunately that doesn't tell me enough information to help you.
Just an announcement, I am currently busy with IGMC and Visual Novel Maker, so my help is very sparse. I will be a bit more free on December. -
@Archeia The file size is 1kb and the PGN it's made of is 768x576@NimbleNoodleFish what's the size of the tileset you are using? Also don't save as TSX file but JSON.
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I am unsure as to what I can provide to you for more information.
I have tried starting a fresh project. I have created the maps folder and activated both YEP Core and YED TileD. All of the tilesets are in the project's tileset folder. The one test map is map1.json matching the Map ID of the map I am trying to change (again, fresh project, default map).
It is a single layer, with a single tile, nothing fancy. 48x48px squares, 30x30 squares.
I am using the latest version of TileD, latest version of TileD Plugin and Latest version of RMMV.
This error occurs on attempting to load the map, that is the debug info.
Anything else I could provide would be appreciated. I really need something like TileD and it not working is super discouraging. I understand it's user error, but I haven't a clue what it is I am or am not doing.
EDIT: Yep. I'm dumb.
It was a pretty noobish thing of me, but I forgot to set save as .json on the map names an had just changed the extension in the file name.
So, now that I have made a thorough dumbass of myself, I shall see myself out.
I appreciate the patience, awesome coding and such. -
@Archeia The file size is 1kb and the PGN it's made of is 768x576
Did you set up the Zindex per layer?
Show me the map file and the tileset files. -
Did you set up the Zindex per layer?
Show me the map file and the tileset files.
I made sure the zIndex value was set to 1 but it was still just black. Here are the files: -
I am continuously getting an error of "Tilewidth Undefined" on a map. I have noticed that it had an issue finding the tilesets and I had to, for whatever reason, reset their location. Only seems to be affecting the one map. Getting beyond frustrating.
"Cannot read property "tilewidth" of undefined"
Here is a c/p of the console:
TypeError: Cannot read property 'tilewidth' of undefined
at TiledTilemap._paintTile (/C:/Users/xroni/Documents/Games/Choices/js/plugins/YED_Tiled.js:720)
at TiledTilemap._paintTilesLayer (/C:/Users/xroni/Documents/Games/Choices/js/plugins/YED_Tiled.js:658)
at TiledTilemap._paintTiles (/C:/Users/xroni/Documents/Games/Choices/js/plugins/YED_Tiled.js:593)
at TiledTilemap._paintAllTiles (/C:/Users/xroni/Documents/Games/Choices/js/plugins/YED_Tiled.js:528)
at TiledTilemap.ShaderTilemap.updateTransform (rpg_core.js:5070)
at Sprite.updateTransform [as containerUpdateTransform] (pixi.js:8395)
at Sprite.updateTransform (/C:/Users/xroni/Documents/Games/Choices/js/plugins/YEP_CoreEngine.js:976)
at Spriteset_Map.updateTransform [as containerUpdateTransform] (pixi.js:8395)
at Spriteset_Map.Sprite.updateTransform (/C:/Users/xroni/Documents/Games/Choices/js/plugins/YEP_CoreEngine.js:976)
at Scene_Map.updateTransform (pixi.js:8395)
Checked the back posts on this and realized it's a flipped tile. Would be awesome if there was a way to support that feature.
I know I have been a total pain, well kinda, I have been answering my own questions shortly after answering them anyway. This one should be an easy answer.
Is there a way to declare something hidden on more than one level? Something like hideOnLevel 3,4,5 for instance? Would be completely awesome if possible. -
Hi @xr001 sadly it's just 1 level.
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Bummer. If there is one request that can be made, it would be to add that functionality.
TileD has been the best thing that's happened to my game since I started and I really appreciate the work you've put in. -
Hi @Archeia! I'm having the exact same problem @NimbleNoodleFish has (everything working correctly but tiles aren't displaying). Could this be because we're using a newer version of Tiled that's incompatible with the plugin? My Tiled version is 1.1.1. and the plugin is 1.3.1. (from first post)... If so, it's a shame because I can't currently find older versions of Tiled to download from anywhere.
@NimbleNoodleFish were you able to solve it in the end?
P.S. Okay, this took hours, but it looks like I managed to fix it myself in the end... What I did is:
1) Found and downloaded June 13 2017 version of Tiled (1.0) from here: https://update.mapeditor.org/snapshots-win/
2) When creating a tileset, clicked a small button titled 'embed tileset' and saved the map
Those steps made the tiles finally visible. Hope it will help for anyone else who encounters this problem. -
I really love the work put into this, and I really love TileD now that I discovered it.
Also, I made a small modification to the script that allows you to load tilesets externally, since TileD has this functionality now. Maybe you could add this functionality?
http://webtest.multiverseworks.com/YED_Tiled_mod-2018-01-08.zip
(EDIT: I only included the modified files)
No credits needed, by the way, just want to help out a bit. It might be easier if there was a git of some sorts.
Also noticed this fun thing where I was able to offset a second layer so that I could align the tiles a bit differently. My tiles are actually 16x16, but I tiled them on the sheet so that each tile is now 32x32 big (meaning that a patch of grass consists of four 16x16 tiles). This means that offsetting a layer by 16 pixels allows me to align the tiles differently while still making them seemless. -
I really love the work put into this, and I really love TileD now that I discovered it.
Also, I made a small modification to the script that allows you to load tilesets externally, since TileD has this functionality now. Maybe you could add this functionality?
http://webtest.multiverseworks.com/YED_Tiled_mod-2018-01-08.zip
No credits needed, by the way, just want to help out a bit. It might be easier if there was a git of some sorts.
Also noticed this fun thing where I was able to offset a second layer so that I could align the tiles a bit differently. My tiles are actually 16x16, but I tiled them on the sheet so that each tile is now 32x32 big (meaning that a patch of grass consists of four 16x16 tiles). This means that offsetting a layer by 16 pixels allows me to align the tiles differently while still making them seemless.
We actually had an external tileset support now (oops) but I haven't updated this topic for a bit due to general busy-ness.
I'll start a git soon. -
Hehe, cool, I bet it's implemented a lot better than I have.
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Ooo yes! A git! That'd be awesome for tracking changes. Would probably cut down on a lot of questions for you too. :)
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You know, there's a feature that's been missing in this plugin, and that's tileset-based regioning. Like, instead of having a separate layer for each region, why not just have one layer for all the regions, and have the regionId be stored in the tileset itself? Same goes for collision mapping.
Further more, I'd love there to be an option to hide certain layers when entering certain regions.
I mean, sure, I could add these features myself.
Which I actually did.
But it'd be nice if there was official support.
Like, right now, I only have tilesets enabled for regionIds if you set the layer regionId to -1, and if you set the collision to tiles, it takes both the collision data as well as the arrow passability from the tileset. I decided that regions and collision data doesn't need to be on the same region, as you might want to have certain regions be at the same places as the collision data.
(By the way, I've included two tilesets that use this)
EDIT: I made a small mistake in TiledTilemap.js, so I fixed it. Now when a region gets hidden, it gets hidden even if it's a priority tile layer. -
I want to ask, what is the biggest size that can cause errors? I'm using size 32x32 pixel. Thanks!